godot-module-template/engine/thirdparty/jolt_physics/Jolt/Physics/Collision/BroadPhase/BroadPhaseQuadTree.h

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5.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/BroadPhase/QuadTree.h>
#include <Jolt/Physics/Collision/BroadPhase/BroadPhase.h>
#include <Jolt/Physics/PhysicsLock.h>
JPH_NAMESPACE_BEGIN
/// Fast SIMD based quad tree BroadPhase that is multithreading aware and tries to do a minimal amount of locking.
class JPH_EXPORT BroadPhaseQuadTree final : public BroadPhase
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Destructor
virtual ~BroadPhaseQuadTree() override;
// Implementing interface of BroadPhase (see BroadPhase for documentation)
virtual void Init(BodyManager *inBodyManager, const BroadPhaseLayerInterface &inLayerInterface) override;
virtual void Optimize() override;
virtual void FrameSync() override;
virtual void LockModifications() override;
virtual UpdateState UpdatePrepare() override;
virtual void UpdateFinalize(const UpdateState &inUpdateState) override;
virtual void UnlockModifications() override;
virtual AddState AddBodiesPrepare(BodyID *ioBodies, int inNumber) override;
virtual void AddBodiesFinalize(BodyID *ioBodies, int inNumber, AddState inAddState) override;
virtual void AddBodiesAbort(BodyID *ioBodies, int inNumber, AddState inAddState) override;
virtual void RemoveBodies(BodyID *ioBodies, int inNumber) override;
virtual void NotifyBodiesAABBChanged(BodyID *ioBodies, int inNumber, bool inTakeLock) override;
virtual void NotifyBodiesLayerChanged(BodyID *ioBodies, int inNumber) override;
virtual void CastRay(const RayCast &inRay, RayCastBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CollideAABox(const AABox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CollideSphere(Vec3Arg inCenter, float inRadius, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CollidePoint(Vec3Arg inPoint, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CollideOrientedBox(const OrientedBox &inBox, CollideShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CastAABoxNoLock(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void CastAABox(const AABoxCast &inBox, CastShapeBodyCollector &ioCollector, const BroadPhaseLayerFilter &inBroadPhaseLayerFilter, const ObjectLayerFilter &inObjectLayerFilter) const override;
virtual void FindCollidingPairs(BodyID *ioActiveBodies, int inNumActiveBodies, float inSpeculativeContactDistance, const ObjectVsBroadPhaseLayerFilter &inObjectVsBroadPhaseLayerFilter, const ObjectLayerPairFilter &inObjectLayerPairFilter, BodyPairCollector &ioPairCollector) const override;
virtual AABox GetBounds() const override;
#ifdef JPH_TRACK_BROADPHASE_STATS
virtual void ReportStats() override;
#endif // JPH_TRACK_BROADPHASE_STATS
private:
/// Helper struct for AddBodies handle
struct LayerState
{
JPH_OVERRIDE_NEW_DELETE
BodyID * mBodyStart = nullptr;
BodyID * mBodyEnd;
QuadTree::AddState mAddState;
};
using Tracking = QuadTree::Tracking;
using TrackingVector = QuadTree::TrackingVector;
#ifdef JPH_ENABLE_ASSERTS
/// Context used to lock a physics lock
PhysicsLockContext mLockContext = nullptr;
#endif // JPH_ENABLE_ASSERTS
/// Max amount of bodies we support
size_t mMaxBodies = 0;
/// Array that for each BodyID keeps track of where it is located in which tree
TrackingVector mTracking;
/// Node allocator for all trees
QuadTree::Allocator mAllocator;
/// Information about broad phase layers
const BroadPhaseLayerInterface *mBroadPhaseLayerInterface = nullptr;
/// One tree per object layer
QuadTree * mLayers;
uint mNumLayers;
/// UpdateState implementation for this tree used during UpdatePrepare/Finalize()
struct UpdateStateImpl
{
QuadTree * mTree;
QuadTree::UpdateState mUpdateState;
};
static_assert(sizeof(UpdateStateImpl) <= sizeof(UpdateState));
static_assert(alignof(UpdateStateImpl) <= alignof(UpdateState));
/// Mutex that prevents object modification during UpdatePrepare/Finalize()
SharedMutex mUpdateMutex;
/// We double buffer all trees so that we can query while building the next one and we destroy the old tree the next physics update.
/// This structure ensures that we wait for queries that are still using the old tree.
mutable SharedMutex mQueryLocks[2];
/// This index indicates which lock is currently active, it alternates between 0 and 1
atomic<uint32> mQueryLockIdx { 0 };
/// This is the next tree to update in UpdatePrepare()
uint32 mNextLayerToUpdate = 0;
};
JPH_NAMESPACE_END